-
Posts
2,935 -
Joined
-
Last visited
Everything posted by Greg
-
If SKSE is loading .NET Script Framework, SKSE detects the AE version header is missing or incorrect and rejects it. You should see some information in one of the SKSE logs, but this information apparently isn't exposed anywhere else that I've seen.
- 31 replies
-
- SKYRIMSE
- 02-extenders
-
(and 2 more)
Tagged with:
-
I wouldn't be surprised if Bethesda confused the two and created aspirches or birspens by mistake.
- 8 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 4 more)
Tagged with:
-
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Has anyone asked Kryptopyr if this can be corrected in CACO?- 44 replies
-
- SKYRIMSE
- 10-gameplay-general
-
(and 2 more)
Tagged with:
-
SE/AE Compatibility - Grass Cache Pregen
Greg replied to burnersaurus's question in General Skyrim SE Support
It sounds as if you may still have a DLL installed for SkyrimSE 1.6. When you run NGIO it's just running SkyrimSE and telling it to generate the grass files so SKSE and all other extenders should be for SkyrimSE 1.5.97 when you generate the grass cache. Once all the grass cache is generated, you can switch everything back to the SkyrimSE 1.6 versions.- 13 replies
-
- SKYRIMSE
- DynDOLOD 3
-
(and 2 more)
Tagged with:
-
ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Do you have the latest version of RaceMenu for Skyrim Anniversary Edition 1.6.353 installed?- 52 replies
-
- SKYRIMSE
- 05-animation and physics
-
(and 3 more)
Tagged with:
-
Browse to http://enbdev.com/download_mod_tesskyrimse.htm , click the latest version (v0.466) at the bottom of the page, then click the download link at the bottom of the next page. it looks as if v0.467 hasn't been released yet. I think you mean d3dcompiler_46e.dll that's included in the WrapperVersion folder of ENBSeries.zip
-
Agreed, but Expired isn't the first one to put a mod behind a Patreon paywall and certainly won't be the last.
- 14 replies
-
- SKYRIMSE
- 16-interface
-
(and 1 more)
Tagged with:
-
MO - Troubleshooting SKSE Incompatible Mods
Greg replied to SalemMurders's question in Mod Organizer Support
I think SalemMurders may be saying that the plugins are not seen by the game (e.g. usvfs isn't working). Do not install Mod Organizer in the Steam folders or in the game folders. This is known to cause issues. Do not run Mod Organizer as an administrator. This is known to cause issues. Verify all plugins are checked in the right pane. Temporarily disable antivirus. If this works, try adding an exception for ModOrganizer.exe- 26 replies
-
ACCEPTED Simplest Horses (and other mounts) (by Hackfield)
Greg replied to z929669's topic in Skyrim SE Mods
The naming of the horses is documented in some of the posts from the MA as well, but I don't remember seeing it in the description. If you read through the posts, the MA also calls out a couple of other mods that may be useful in conjunction with Simplest Horses in the top sticky.- 30 replies
-
- SKYRIMSE
- 13-gameplay-immersion
-
(and 2 more)
Tagged with:
-
ACCEPTED Simplest Horses (and other mounts) (by Hackfield)
Greg replied to z929669's topic in Skyrim SE Mods
It looks as if the MA is active and very responsive to correcting issues as well so this is a very good sign.- 30 replies
-
- SKYRIMSE
- 13-gameplay-immersion
-
(and 2 more)
Tagged with:
-
Discussion topic: Crash Logger by Ryan Wiki Link This may be a good troubleshooting tool if NET Script Framework does not get updated for Anniversary Edition.
- 6 replies
-
- SKYRIMSE
- 02-extenders
-
(and 3 more)
Tagged with:
-
No, the game does not provide any way to change the protected status from the console.
-
ACCEPTED Unofficial Skyrim Creation Club Content Patches (by Garthand)
Greg replied to D1Z4STR's topic in Skyrim SE Mods
Yes and I believe this should be the preferred option given it's just one ESL/BSA instead of something like 30+.- 33 replies
-
- SKYRIMSE
- 20-patches
-
(and 2 more)
Tagged with:
-
DROPPED Stay At The System Page - Updated (by multiple authors)
Greg replied to TechAngel85's topic in Skyrim SE Mods
This makes at least two of us and thanks.- 24 replies
-
- SKYRIMSE
- 16-interface
-
(and 3 more)
Tagged with:
-
ACCEPTED Unofficial Skyrim Creation Club Content Patches (by Garthand)
Greg replied to D1Z4STR's topic in Skyrim SE Mods
This mod does not have a separate USSEP patch available. The plugins have Unofficial Skyrim Special Edition Patch.esp as a master and Unofficial Skyrim Special Edition is a hard requirement. If I'm not mistaken, garthand is on the USSEP team so I see it as just another flavor of USSEP for what it's worth. I was also gravely mistaken in my earlier post. Many of the patches include BSAs with meshes, textures and/or scripts so it may not be quite as simple as overriding records in the plugins.- 33 replies
-
- SKYRIMSE
- 20-patches
-
(and 2 more)
Tagged with:
-
ACCEPTED Unofficial Skyrim Creation Club Content Patches (by Garthand)
Greg replied to D1Z4STR's topic in Skyrim SE Mods
Yes, this should make a lot of CC content easier to integrate. The one question in my mind is whether this should be in Patches or Foundation. I see it as more or less similar to Unofficial Skyrim Special Edition Patch except this one does not have any meshes or textures yet. The plugin also sorts high in the load order just after Unofficial Skyrim Special Edition Patch.- 33 replies
-
- SKYRIMSE
- 20-patches
-
(and 2 more)
Tagged with:
-
ACCEPTED Major Cities Mesh Overhaul (by raiserfx)
Greg replied to DoubleYou's topic in Skyrim SE Mods
Look at the roof beams on the three houses. The house in the middle and the house on the right have a decorative pattern on the roof beams in all three compares. This decorative pattern is missing from the house on the left in the Step and Step+WMF shots. so this may need to be taken into consideration as well. I'm assuming this pattern was added for consistency with the other houses.- 37 replies
-
- SKYRIMSE
- 04-foundation
-
(and 2 more)
Tagged with:
-
Yes, this resolves the issue nicely.
- 54 replies
-
- SKYRIMSE
- 16-interface
-
(and 2 more)
Tagged with:
-
DROPPED NPC AI Process Position Fix - SSE (by maxsu2017)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Unless I'm terribly misguided, I expect both of these to have Skyrim Special Edition.exe version 1.6.342. The difference should be that Anniversary Edition includes all of the extraneous CC content and Special Edition includes only the base CC content (Saints and Seducers, Survival Mode, and Fishing). At least this is how it's working out on Steam with the notable exception that Steam also offers a Skyrim Anniversary Edition Update to purchase all of the extraneous CC content. I vote to drop this one as well. We can always reconsider if the MA decides to support 1.6.342. -
I see no issue with having soul gems automatically recharge weapons in TES games given that Fallout has auto-reloading weapons. The caveat is that Fallout uses a reloading animation so the player must wait for the animation to complete before proceeding with the next shot. I think this mechanic isn't really applicable here because the game is paused while the player is in the menu recharging the weapons anyway.
- 1 reply
-
- SKYRIMSE
- 11-gameplay-ai and combat
-
(and 1 more)
Tagged with:
-
Here are a few you can use that contain images. There may be a few others, but these are difficult to find. 123 Abc Def Ghijklmnop Qrstu VWXYZ123456789 (test book) A Minor Maze Annals of the Dragonguard Bolar's Writ Journal - Gratian's Journal - Ulyn's While digging through books, I found "Dragon Language: Myth no More" has overlapping text on one of the pages near the end. This book is composed of a mixture of English and Dragon language and it looks as if two pages of text are overlaid on one page. This issue does not seem to be related to this mod so I'll have to dig deeper to determine what's causing it. EDIT: I reproduced the issue with Dragon Language: Myth no More with a pure vanilla game so I'm guessing Bethesda broke something.
- 54 replies
-
- SKYRIMSE
- 16-interface
-
(and 2 more)
Tagged with:
-
DROPPED WoW Dragon Mounds CTD Fix (by Diego2891)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I just reproduced this issue quite by accident. I'm standing in Witchmist Grove Dragon Mound (southwest of Kynesgrove and east of Riverside Shack). I have no idea how to get the current weather but it's raining relatively heavily with thunder and lightning. If I'm using the Step 2.0 guide, the game CTD within a few seconds here. I installed WoW Dragon Mounds CTD Fix (using the BSA+ESL option) and stood in the dragon mound for several minutes (both with and without the alternative rain splatter options) without any CTD issues. EDIT: Tagged for testing.- 7 replies
-
- SKYRIMSE
- 18-lighting and weather
-
(and 3 more)
Tagged with:
-
I just downloaded and installed the optional file and this is significantly improved.
- 54 replies
-
- SKYRIMSE
- 16-interface
-
(and 2 more)
Tagged with:
-
You might also investigate the time required to reset cells and any effect this may have on save sizes. I think Engine Fixes decouples some items (such as waterfall speed) from timescale, I seem to recall that the time required to reset cells doubles if timescale is reduced by half and this may cause all the clutter in these cells to accumulate in the saves. This also allegedly increases the time for multiple NPCs to go through load doors. You might also read this topic from 2014 regarding timescale.
-
Followers can be hilarious and aggravating at times due to navmesh and AI issues. When I use followers, I've developed a habit of turning around at regular intervals to ensure they are still following. Aggressive followers can downright aggravating because they'll take off through the woods to chase some unknown enemy for miles if you aren't paying attention.

